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Gaming Blog

Sushi Go!

22/3/2021

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22nd March 2021

Monday night gaming on Board Game Arena continues with the final game of the evening; Sushi Go!

Like sushi? Like conveyor belts? Then you'll like this.... probably!

Caveat: This was played online, but has also been played with the physical game, photos are from my copy.

What's in a game?
Sushi Go! comprises of a single deck of 108 cards with 8 different types of cards. 
  • Chopsticks: Chopstick cards allow a player to sacrifice their action in their current turn to have 2 actions in a later turn. Chopsticks are worth 0 points.
  • Dumplings: This is a set of cards, the more dumpling cards a player collects, the more points they score at the end of the round
  • Maki rolls: Whoever has the most make rolls at the end of the round scores, 2nd place scores half as many points. Maki roll cards each contain 1-3 maki rolls.
  • Nigiri: There are egg, salmon and squid nigiri cards, they score 1, 2 or 3 points respectively.
  • Puddings: These cards are only ever scored once, they don't score at the end of any of the rounds, instead they are retained between rounds and are scored at the end of the game (Being puddings obviously!). The player with the most puddings scores points, the player with the least or no puddings loses points! Everyone else in between gets 0.
  • Sashimi: This is another set, collect 3 sashimi cards to score points, otherwise 0 points are scored.
  • Tempura: Another set, collect 2 tempura  to score points.
  • Wasabi: On its own, a wasabi card is worthless when played. However, if during a later turn a player puts down a nigiri card, it must go on the wasabi card and the nigiri card's value is then tripled.
There's not much that can be said about the components, it's a deck of standard quality cards.
The art is clear, distinct and colourful with appropriately themed cheerful faces on all the foods.
My copy came in a little steel tin.
The only component that the game is lacking are scoring counters, as it stands, scores at the end of each round need to be recorded somehow on scrap paper or a phone or something. On the other hand, adding scoring tokens would increase the game's size, making it less of a neat compact little package, so your mileage may vary.

Picture
Picture
Picture
Picture

How's it play?
Set up
Shuffle and deal a hand of cards face-down to each player, the hand size depends on the number of players, the remaining cards form a draw deck for later rounds, then the game is ready to begin.

On to play
  • Each player looks at their hand and plays one card face-down in front of them. Then they pass the remaining cards, still face-down, to their left (Or possibly right, if using optional rules.).
  • Then, simultaneously, all players reveal their chosen card.
  • All players pick up the cards passed to them, a new turn starts and the two steps above are repeated.
  • Play continues until all cards have been played. Then, except for the pudding cards, all cards are scored. The scored cards are all discarded and not shuffled into the draw deck.
  • A new round begins, new hands are dealt to the players and the steps above are repeated.
  • Play continues for a total of 3 rounds.
Endgame
Once the 3rd round is over and scored, the puddings are scored.
Scores are tallied, highest score wins.

Picture
A starting hand (Lots of puddings!).
Picture
What the end of a round might look like.

Overall
As you can see from the short length of this blog post, Sushi Go!'s rules are simple, accessible and easy to learn. The game's depth comes not from rules complexity but from decisions available to each player, which is great game design in my opinion.
The game also fits the theme of having food going round on a conveyor belt remarkably well.

Sushi Go! constantly forces players to make decisions and some of these decisions will be gambles, based on the hope that another right card will come around further along the game.
Players will also get the right card at the right time on random occasion, but this isn't perceived as a no-brainer, they're seen as spots of good luck to be exploited.
​
Canny players will try to memorise hands that get passed along, they might also spend time looking at what cards others have put down, trying to predict their decisions. If 2 players look like they're trying to collect the same set of cards, then they're going to be a premium and those players aren't going to pass those cards on.
Then there's puddings, the wrinkle in the rules that produces the pudding war of escalation that forces players to think about what cards might be played in the future rounds and play cards just to avoid losing points!

It makes Sushi Go! a blend of calculation and unpredictability. There is no winning strategy, players must adapt to not only the cards dealt to all players but other player's strategies

Sushi Go! comes in compact package, is easy to learn, quick to set up and play and enjoyable experience. A great filler game.
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  • Home
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